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WWF RAW Model Format Research(.FML)
Topic Started: Feb 16 2016, 11:11 AM (1,654 Views)
ERI619
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レインメーカ

I've decided to explore the model file of WWF RAW,I've modded RAW For many years before i stepped onto SVR and 2K.I will post any information i know about the format here.
As of now here is what i know,the game has 3 different model files for each wrestler.
C0XXH.FML
C0XXL.FML
C0XXM.FML
These files are located inside the character folder inside FF.XPK File.You'll require XPKGUI.exe to open and extract game files.

Where XX-Stands for the Wrestler/Character ID
H-High Poly Version of the model for inring
L-Low poly version of the model,when the wrestler is viewed far away
M-Medium Poly Model.

The model file has a small header,after the header it has a TOC(Table of Contents) which has the names of objects inside the model which includes the bones.The TOC doesn't contain any offsets to indicate their starting positions.However the data starts with the object name.
The model file contains 8 different head objects for different facial expressions
n_Head
The ones from H_HEAD00->H_HEAD07(Are for different facial expressions,for example for open mouth,closed eyes etc)
Although they have removed blood from the game just before release,the model file does have 6 separate objects for blood animations.
n_BLOOD
BLOOD00->BLOOD05
When its time for the wrestler to bleed a red flash appears on the screen to indicate that the wrestler starts to bleed,however the wrestler doesn't bleed.What i believe is that they have taken out the U-V Mappings off the blood objects.

After the TOC,The material assignments begin.
just after the material assignments,the list of textures used have been listed.
After the texture listing begins the bones/armature.
Code:
 

n_CTR
o_body
j_chest
o_sako_l
j_u_arm_l
j_f_arm_l
HAND_L
o_sako_r
u_arm_r
j_f_arm_r
HAND_R
j_neck_a
j_neck
n_waist_b
j_thigh_l
j_leg_l
L_FOOT
j_thigh_r
j_leg_r
R_FOOT


Just after the end of bones begins the mesh data which is named after the corresponding body part which begins with
H_SKIN
n_HANDL
H_HANDL00->H_HANDL21
H_HANDR00->H_HANDR21
H_HANDL00
n_BLOOD
BLOOD00->BLOOD05
n_head
H_HEAD00->H_HEAD07

Each object contains the mesh data,UV-Data,faces,vertices,face indices and so on.I have attached a sample model file of The Rock below
https://archive.org/download/TheRock_201602/The_Rock.rar
Code:
 

Head Offsets (H_HEADXX XX ranges from 00-07)
Offset to the start face indices table(Head model mesh name Start offset+610D)
Offset to the end of face indices table(Head model mesh name Start offset+6D4C)
Offset to face indices count(Head model mesh name Start offset+6D4D)
Offset to vertex Data (Head model mesh name Start offset+4B)
Offset to vertex count (Head model mesh name Start offset+49)


Hand Offsets(H_HANDXX,where XX ranges from 00-21)
Offset to the start face indices table(Head model mesh name Start offset+5E90)
Offset to vertex Data (Head model mesh name Start offset+4B)
Offset to vertex count (Head model mesh name Start offset+49)

Offset to Bone Start Offset 14
Offset to Number of textures C
Known Vertex Block Sizes 43 49


Attached to this post:
Attachments: h_head00.fml (27.33 KB)
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ERI619
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レインメーカ

Latest news from xentax confirms that my findings about the format were right

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ERI619
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レインメーカ

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jakeypearce
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Awesome stuff man! :)
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Raghu
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Nice progress good luck with this.
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ERI619
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レインメーカ

Bone Hierarchy

Code:
 
MDL - 6 Child
n_CTR - 1 Child
o_body - 2 Child
j_chest - 3 Child
o_sako_l - 1 Child
j_u_arm_l - 1 Child
j_f_arm_l - 1 Child
HAND_L - 0 Child
o_sako_r - 1 Child
j_u_arm_r - 1 Child
j_f_arm_r - 1 Child
HAND_R - 0 Child
j_neck_a - 1 Child
j_neck - 0 Child
n_waist_b - 2 Child
j_thigh_l - 1 Child
j_leg_l - 1 Child
L_FOOT - 0 Child
j_thigh_r - 1 Child
j_leg_r - 1 Child
R_FOOT - 0 Child
L_SKIN - 0 Child
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ERI619
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レインメーカ

@shadowblade from xentax got the bones loaded

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Deleted User
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Great work with this HR!!! U r working so hard and by the looks of it, all the hard work will be worth it!
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ERI619
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レインメーカ

right now i'm trying to learn Max Script for loading 3d models into 3ds Max.
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Raghu
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so u managed to preview the objects in neosis thats great.
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ERI619
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レインメーカ

Still lot of barriers to cross though.
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ERI619
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レインメーカ

Head Offsets (H_HEADXX XX ranges from 00-07)
Offset to the start face indices table(Head model mesh name Start offset+610D)
Offset to the end of face indices table(Head model mesh name Start offset+6D4C)
Offset to face indices count(Head model mesh name Start offset+6D4D)
Offset to vertex Data (Head model mesh name Start offset+4B)
Offset to vertex count (Head model mesh name Start offset+49)


Hand Offsets(H_HANDXX,where XX ranges from 00-21)
Offset to the start face indices table(Head model mesh name Start offset+5E90)
Offset to vertex Data (Head model mesh name Start offset+4B)
Offset to vertex count (Head model mesh name Start offset+49)


Elbow Pad
Offset to vertex Data (Head model mesh name Start offset+4B)
Offset to Face Indices +0XFBA
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ERI619
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レインメーカ

I managed to extract the head mesh and managed to open in blender.
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Attached to this post:
Attachments: Mesh.jpg (193.69 KB)
Attachments: Mesh2.jpg (188.2 KB)
Attachments: Mesh3.jpg (187.46 KB)
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NMCM
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ShockValue

Amazing! It'll be interesting to see what can be done with Raw models. The only thing I didn't really enjoy about Raw were the animations. Nice work ERI.
Help Me Bring You WWE SD2: ShockValue and other future projects sooner. If you'd like to donate as a thanks or to help push the project to completion, click the link below.
.


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Anilpv77

Good!!! Amazing work ERI619
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ERI619
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NMCM
Dec 21 2016, 10:54 AM
Amazing! It'll be interesting to see what can be done with Raw models. The only thing I didn't really enjoy about Raw were the animations. Nice work ERI.
Yes, the animations and the game play sucked. The games drawbacks are lack of matches, poor animations and lack of depth in the roster.
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Tom
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This is really cool! Nice to see more format discoveries happening
Spoiler: click to toggle


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Credits to The Best for the Userbar :D
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ERI619
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We have come a long way at this, eatrawmeat made a script to export all the mesh from the model.
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Attached to this post:
Attachments: poly.jpg (170.3 KB)
Edited by ERI619, Dec 21 2016, 12:37 PM.
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ERI619
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Different Facial Expressions

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Another preview
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Attached to this post:
Attachments: poly.jpg (170.82 KB)
Attachments: poly.jpg (163.02 KB)
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BslBryan
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Made the List
There is a hacked version of this game online somewhere with a larger and more updated roster. I will see if I can find it again and try to contact the people responsible for creating it, maybe persuade them to join here and share info
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